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- ¡Once!: https://pastebin.com/raw/x2gVMfNi
- ¡Doce!: https://pastebin.com/raw/1GdB6pcM
- ¿Más?: https://pastebin.com/raw/4nDsRYf4
- The rules are fairly similar to Uno.
- A card can be played if it has the same color or symbol. Wild cards can be played on anything.
- On your turn, you MUST play and/or draw a card. You cannot simply pass your turn.
- The top card of the discard pile at the start of the game must be a non-white number.
- Whenever these rules refer to "the player," they are referring to the player whose turn it is, i.e. the one who played the card.
- Drawing
- A "forced" draw is due to another player's card. A "natural" draw is due to having no cards to play. Other forms of drawing are uncategorized.
- If you DO NOT have playable cards:
- You must draw cards until you receive one you can play.
- When you do receive a playable card, you have an additional choice to either play or keep it.
- Afterward, you cannot draw or play any more cards this turn.
- If you DO have playable cards:
- You can still choose to draw, but you can only draw 1.
- If the card you draw is playable, then you still have the choice to either play or keep it.
- Otherwise, if it is not playable, you MUST keep it. You cannot play your other cards.
- Stacking
- When a draw card is played, the victim can play another card on top of it to add to, move, or cancel the draw effect.
- Skip: Move the stack to the next player.
- Reverse: Move the stack to the previous player, then reverse the turn order.
- Draw 2: Add 2 to the draw total and move the stack to the next player.
- Draw 4: Add 4 to the draw total, choose a new color, and move the stack to the next player.
- Stop: Cancel the stack.
- Tag: Move the stack to the chosen player.
- Proc: Stackable when used to choose a token labeled with "(Stackable)".
- Choice: Any of the above effects.
- Combo: No effect itself, but stackable cards played on top will apply.
- Playing cards this way still follows standard playing rules (must be same color or symbol).
- Note that stacking must be done on the same discard pile that was initially played on, even if there exist valid plays on other piles.
- Challenging
- Some draw cards can be challenged if the victim believes the player has other cards of the color that was just played on. Wild cards and the like are exempt.
- If the player DOES have such a card, the draw effect goes to them instead. This IS NOT a "forced" draw. They can still pick the color if it's wild.
- If the player DOES NOT have such a card, the challenger then takes the effect regardless, with an extra penalty on top. Conversely, this IS a "forced" draw.
- Challengeable cards can be challenged no matter the circumstance. Whether it was played normally, as a stack, or as a jump-in, does not matter.
- Successfully challenging a card when it's used on a stack WILL move the entirety of the draw to the player.
- Jumping-in
- If a card is played and you have the EXACT same card in your hand, you can "jump-in" and play your duplicate regardless of turn.
- The cards have to be identical. If a yellow 6 is played, ONLY a yellow 6 can jump-in. Other colors, numbers, or symbols will not work.
- You can jump-in on yourself; you cannot jump-in on a card discarded with a Mull or Flush; you cannot jump-in on a Skip that was played on you.
- Jumping-in while a stack is ongoing will reset the stack. Jumping-in on a power card will cancel the previous one. Jumping-in on a wild card will prevent the first player from choosing a color.
- If you would've had the next turn and been able to play regardless of jumping-in, it doesn't count as a jump-in.
- All cards marked with a [C] can be challenged.
- Playing a black card as their last card forces the player to draw 2 and end their turn. This includes using a Flush to discard all of your remaining cards. (¡Once!: Cookie falls under this rule.)
- Some cards might involve "discarding." Discarding is a separate action from playing. It doesn't activate card effects, if any, nor necessarily follow standard playing rules.
- Mundane cards
- Number
- Doesn't do anything special.
- 19 per color in the deck, numbered 1 through 9 twice, with an additional 0.
- Dek & El
- Simply an expansion of the numbered cards.
- Symbols are a swashed X (dek) and a turned 3 (el), 2 each per color in the deck.
- White
- Functionally identical to regular numbered cards, but there are few of these, and white cannot be chosen with wild cards.
- 5 in the deck, numbered 0 through 4.
- Blank
- Can be played on any color, and any color can be played on it.
- No symbol, 4 in the deck.
- Needle
- When this card is drawn, the player may stop drawing, regardless of what caused them to draw.
- Does not do anything special when played.
- Symbol is a needle, 1 in the deck, blue.
- Power cards
- Skip
- Cancels the next player's turn. They cannot do anything to prevent this.
- Symbol is a crossed out circle, 2 per color in the deck.
- Reverse
- Reverses the turn direction from clockwise to counterclockwise, or vice versa.
- If there are only 2 players, this instead functions identically to a Skip.
- Symbol is swirling arrows, 2 per color in the deck.
- Draw 2
- The next player must draw 2 cards, or stack onto this one.
- Symbol is a pair of cards, 2 per color in the deck.
- Stop
- Can jump-in on any non-mundane card of the same color to cancel its effect (except for other Stops).
- Doesn't do anything when played normally.
- Symbol is an asterisk, 1 per color in the deck.
- Tag
- Moves the turn to any chosen player, including the one who played the card.
- Symbol is a crosshair, 1 per color in the deck.
- Dagger [C]
- The next player must draw 1 card. They do not lose their turn.
- If the player loses the challenge, they must draw 8. If the challenger loses, they must draw 9.
- Symbol is an upward arrow, 1 per color in the deck.
- Token
- The player must either draw 1 token and give it to a player, or remove 1 token from any player.
- Symbol is a square in a circle, 2 per color in the deck.
- Trade
- Swap hands with the next player.
- Note: Playing this as your last card will still win you the game.
- Symbol is a card atop an oval, 1 in the deck, red.
- Share
- The next player must draw cards from the player who has the most until they have equal or more. They do not lose their turn.
- If the next player already has the most cards, this does nothing.
- Symbol is a broken heart, 1 in the deck, red.
- Proc
- The player may activate a special effect from any token in play. Trap tokens do not get removed.
- Refer to the token list for what this actually does.
- Symbol is a lightning bolt, 1 in the deck, yellow.
- Cut Deck
- Play this next to the discard pile to start a new discard pile. Cards can now be played on either.
- No effect when played on an existing discard pile.
- Symbol is a torn card, 1 in the deck, yellow.
- Steal
- The player must take a token from another player and give it to themselves.
- If no other players have tokens, then the player must draw a token from the bag and give it to themselves.
- If the player cannot receive a token, this does nothing.
- Symbol is a circle with a curved arrow, 1 in the deck, green.
- Revive
- The player may search the discard pile for any non-wild card and add it to their hand.
- Symbol is a heart, 1 in the deck, green.
- Stitch Deck
- Place any one additional discard pile on top of this card.
- If there is only a single discard pile, this does nothing.
- Symbol is a stitch, 1 in the deck, blue.
- Wild cards
- Wild
- Can be played on any color and allows the current player to choose a new color.
- No symbol, 4 in the deck.
- Draw 4 [C]
- The next player must draw 4 cards, or stack onto this one.
- If the player loses the challenge, they must draw 4. If the challenger loses, they must draw 6.
- Symbol is four cards, 4 in the deck.
- Mulligan
- After playing this card, the current player can then discard any number of cards from their hand onto the draw pile.
- If cards were discarded, then the player must draw as many as they discarded. Otherwise, it functions as a regular wild card.
- Note: Discarding your entire hand with a Mulligan does not win you the game.
- Symbol is a scribble, 2 in the deck.
- Flush
- After choosing a color, the current player can choose to discard any number of their cards that match the chosen color.
- Symbol is a spade, 1 in the deck.
- Bomb
- When this card is drawn naturally, the player must draw 3 additional cards.
- Symbol is a bomb, 2 in the deck.
- Draw Color [C]
- The next player must draw cards until they receive the chosen color, even if they already have it.
- If the player loses the challenge, they are affected by the card. If the challenger loses, they are affected then must draw 2 extra.
- Symbol is a stack of cards with an arrow, 2 in the deck.
- Drop All
- The player must remove ALL tokens from any player.
- If nobody has any tokens, this card does nothing, besides being wild.
- Symbol is 3 overlapping circles all struck out, 1 in the deck.
- Choice [C]
- In addition to choosing a color, the player may select the effect of any non-wild card to activate.
- Valid choices are: Skip, Reverse, Draw 2, Stop, Tag, Dagger, Token, Trade, Share, Proc, Cut Deck, Revive, Stitch Deck. (and Cookie if you're using ¡Once!) (and also Spread 2 and Combo if you're using ¿Más?)
- If the player loses the challenge, they must draw 2 and the card loses its effect. If the challenger loses, they must draw 3 in addition to the card's effect.
- Symbol is a card within a ring, 1 in the deck.
- Tokens
- Tokens are coins that are given to other players (or yourself) to apply different effects.
- They are obtained with the Token card, and are removed with either the Token or Drop All card.
- When you obtain a token, you MUST give it to someone. If everybody else already has 3 (or is blocked), you MUST give it to yourself.
- If every player already has 3 tokens (or Blocks), you can only remove a token. If nobody has tokens, you can only add one.
- Token effects do not stack. You can have multiple of the same type, but only one will activate at a time.
- A player can only carry 3 tokens at one time.
- Affect tokens
- These stay active until removed by a card.
- Hex
- When you are forced to draw by another player, draw n more cards, where n is how many Hex tokens you have.
- Proc: Next player must draw n cards, where n is how many tokens they have.
- Symbol is a purple hexagon, 3 in the bag.
- Magnet
- When another player is forced to draw, they may give 1 of the drawn cards to you.
- Proc: Player may give any 1 of their cards to the next player.
- Symbol is a blue horseshoe, 3 in the bag.
- Silence
- Prevents you from stacking and jumping-in.
- Proc: (Stackable) Acts as a Stop.
- Symbol is a green ellipsis, 2 in the bag.
- Block
- Other players may not give you new tokens. You can still give tokens to yourself.
- Proc: Discard this token, then optionally replace it with a new token from the bag.
- Symbol is a brown crossed square, 2 in the bag.
- Reveal
- You must lay your hand face-up on the table while you have this token.
- Proc: Peek at the next player's hand, showing the whole table, then hide it again.
- Symbol is a red eye, 1 in the bag.
- Link
- You can play any underlined number on any other underlined number, regardless of color.
- Proc: The player may immediately play any underlined number, regardless of color.
- Symbol is a gray underlined heart, 1 in the bag.
- Trap tokens
- These stay active until triggered once, removing themselves afterward.
- Snare
- Cancels the effect of the next power card you play. Can still choose the color with wild cards.
- Proc: (Stackable) Acts as a Stop.
- Symbol is a pink lasso, 3 in the bag.
- Mirror
- The next power card used on you is instead used on the player, and they cannot counter it.
- Proc: (Stackable) Activates the token effect for the player.
- Symbol is a cyan sheen, 3 in the bag.
- Ace
- When you are forced to draw by another player, you may search the draw pile for any card you like, add it to your hand, then draw the remaining cards.
- Proc: Activates the token effect for the player.
- Symbol is a yellow twinkle, 2 in the bag.
- Double
- When you are forced to draw by another player, draw twice as many cards. Applies before Hex tokens.
- Proc: (Stackable) Doubles the amount on the stack and moves it to the next player.
- Symbol is an orange zigzag, 2 in the bag.
- Sub
- When another player plays a wild card, you may choose the color instead.
- Proc: Acts as a Wild, which cannot be overridden by the owner of this token.
- Symbol is black checks, 1 in the bag.
- White
- When you are forced to draw by another player, search the draw pile for the topmost white card, add it to your hand, then draw the remaining cards.
- If there are no white cards in the draw pile, this token has no effect and is not removed.
- Proc: Activates the token effect for the next player.
- No symbol, 1 in the bag.
- Edge cases
- Forced to draw 1 while having both Ace and White: Ace takes priority, White is not activated.
- Sub being removed via Drop All: The card takes priority, Sub cannot be used to change the color.
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